Right of the bat i would say start with empire or rebels. CIS and GAR are very under developed and we dont even know if they will ever get more models, learning the game with two factions that has a large pool of models is better.
No, you cant get the ACC outside the starter set. That is another point towards playing empire or rebels as all 3 ships in the 2p starter are sold seperatly if you want more of them.
Official fleet size is 400p, but 300p is a good place for beginners to dip into if you want less models and less choises in the start.
Dont put too many points in ugrades, there is a huge level of upgrades and ships have multiple upgrade slots, it is very easy to spend too mutch on upgrades. In your first games agree with the other person to either play whitout any upgrades, or keep it very limited, say ship titles only. This game you need to scale into and you are going to do alot of mistakes in the start, thus the objective of you first say 4-5 games is to just understand and learn the game and the phases.
That is another point towards the 2p box, in the booklet there is a l2p scenario that says what to equip the 3 ships with and how to basicly use them.
One point that is not stressed enugh is that every fleet needs a commander for the flagship, and there is a good amount of them all offering different ways to play. in the start you want to choose commander that offers bonuses to ALL your ships, no matter how small the bonus is. If in doubt or cant make your selection, Dodonna for rebels and Moff for empire are not bad choises, tough you have to be agressive using dodonna to get the bonus he offers. (kind fits rebels too as they are hit and run faction for the moust part)
You allso have to choose 3 objectives, its not mandatory, but the player going first has a realy big advantage in the game, objectives makes the life of the player going second better. Again alot of options but for starters use Moust Wanted-Superior Positions-Contested Outpost, they dont complicate the game.
You are only allowed to use max 1/3 of the total fleet points on squadrons, so that is 100p in a 300p force and 134p in a 400p force, There is allso limits to ace squadrons that comes with a defence token. Dont make the mistake of thinking this is a big ship game only. Squadrons is vital to your force, and at the very least you need some generic fighter squadrons to protect agasint your opponents squadrons.
1 point matters in the setup. In armade the force with the least total points gets to choose the player initiative! So if you have a 299p force and your opponent has a 300p in a 300p limit game, you get to choose who goes first, But the objectives to be chosen from is thouse 3 the person going second has, so there is pros and cons to consider.
Finaly never deploy your squadrons infront of your ships in the setup, allways remember that squadrons must be placed inside the setup arena in the deployment stage, you can do range checks and look at your command dials whenever you want to even in your opponents play phase, and if in doubt of what speed to set on your ships, set it to 2.
I am not an active armada player, i had barly progressed out of the 2p box when C happend and i never realy picked it up again, so for more indepth info, i cant help.
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